Compatibility list

  • Posts: 3747
5 years 4 months ago #261 by crosire

jmp909 wrote: I've just updated my post regarding something else. seems switching from DX11 to DX9 then breaks DX9.

Please create a topic in the troubleshooting section if the problem persits, it's easier for me to keep track of then =).

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  • Posts: 136
5 years 4 months ago #262 by jmp909
strangely after a reboot it worked. in DX9 and DX11. i'll update my original post.

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  • Posts: 136
5 years 4 months ago - 5 years 4 months ago #263 by jmp909
[update: ReShade 0.16 and MasterEffect 1.1.117 seems to stop the game crashing when alt+tabbing out now]

--

Binary Domain:
* d3d9 works but tendency to crash game when using ALT+TAB (toggle ReShade off before tabbing out of game)
* (Game is DirectX9 so dxgi.dll does not work)
* Does not auto-reload shaders when config files changed

(MasterEffect) Depth of Field works when AA turned off but stencil does not seem to properly work around objects.. I think this is DOF settings though.

(check outline around characters head and arms where DOF is not applied)


it is possible to change DOF settings to get rid of this


but might be an issue at more extreme settings
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  • Posts: 10
5 years 4 months ago #264 by rolfba
Earth and Beyond: Perfect // Version 0.16 / Hook: d3d8.dll

Thanks alot for making this work, donated a small token the other day (6HD156799X003584Y)

/Rolf
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  • Posts: 34
5 years 4 months ago #265 by Omnipotus
Compatibility List has been updated with everyones lastest findings. :)

I've personally tested the following:

  • Blackguards 2
  • Cities: Skyline
  • Daylight
  • Dungeon of Endless
  • Freedom Force vs The 3rd Reich
  • Grey Goo
  • Homeworld Remastered Collection
  • Icewind Dale: Enhanced Edition
  • Max: The Curse of Brotherhood
  • Max Payne
  • Max Payne 2: The Fall of Max Payne
  • Oddworld: New 'n' Tasty
  • Ori and the Blind Forest
  • Quake
  • Red Faction
  • Red Faction II
  • Silent Hill 3
  • The Book of Unwritten Tales 2
  • The Vanishing of Ethan Carter
  • Tomb Raider I
  • Tomb Raider: Anniversary
  • Tomb Raider (2013)
  • Unreal II: The Awakening
  • Unreal Tournament: Game of the Year
  • Unreal Tournament (2015)
  • Wolfenstein: The New Order
  • Zeno Clash
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  • Posts: 209
5 years 4 months ago - 5 years 4 months ago #266 by SunBroDave
Glad to see that Ori's working now, though tbh i don't think that game needs any help in the visuals department.

For those that get nostalgic and wanna play a crappy game from their childhood, Sonic Adventure 2 works perfectly (incl depthbuffer access) under ReShade 0.16 and d3d9.dll
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  • Posts: 26
5 years 4 months ago #267 by Deriest
Versions 15+ seem to cause performance issues with Dark Souls 2. I get less than 5 fps with versions 15 and 16 but older versions seem to work just fine.

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  • Posts: 307
5 years 4 months ago - 5 years 4 months ago #268 by MonarchX
Metro Last Light Redux is a no go with ReShade 0.16 when Borderless Window mode is used. ReShade info screen with version number in the upper left corner loads just fine, but the effects do not work at all. Here's the log - dl.dropboxusercontent.com/u/93831976/dxgi.log

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  • Posts: 136
5 years 4 months ago - 5 years 4 months ago #269 by jmp909
Warframe works with d3d9 and dxgi (0.16.x). DepthBuffer is disabled though

Hydrophobia: Prophecy works with d3d9 & depthbuffer, but game crashes once you ALT+TAB back into it hence not really usable if you've not got a fixed effect to use
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  • Posts: 249
5 years 4 months ago - 5 years 4 months ago #270 by Constantine PC
Arma 3 Appears to be Perfect just like it's younger brothers: Arma 2 and Arma 2: OA.

It did have a crash on startup issue(non serious, it happened randomly once in a while) in 0.14.0 and 0.15.0 but it appears to be fixed now.
Sorry if someone else posted Arma 3. I really just looked over the first thread page, the Games list and this page.

EDIT: Sometimes in the editor when loading a new mission and when starting a new mission from the editor you can see the Depthbuffer effects.
I noticed this with SSAO, you can see the depthbuffer image of the grass/objects. Again it's non-serious since it doesn't effect game play. Might effect the editor but editing with effects off is preferable anyways.

Here is a screenshot showing what I mean:

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  • Posts: 75
5 years 4 months ago #271 by Mike Gous
I got Grand Theft Auto 3 working with Reshade 0.16. The file that works is d3d8.dll. It can now be included in the Compatibility List.

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  • Posts: 54
5 years 4 months ago #272 by huss93
tom clancy ghost recon future soldier perfect > 15.0 >dx11/dx9
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  • Posts: 209
5 years 4 months ago #273 by SunBroDave
The Walking Dead: Season 1, no depthbuffer, 0.16, d3d9.dll
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  • Posts: 2
5 years 4 months ago #274 by Revolvere
The Elder Scrolls Online | Crash // Version 0.16.0 // d3d9.dll & dxgi.dll
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  • Posts: 404
5 years 4 months ago - 5 years 4 months ago #275 by JBeckman

Revolvere wrote: The Elder Scrolls Online | Crash // Version 0.16.0 // d3d9.dll & dxgi.dll


That's normal, on the forums you can find posts stating that it's OK to use SweetFx (And ENB too under D3D9.) but the game has some form of protection so you need to use a workaround. :)

First we'll check said copy protection, you can skip this if you want but for verification that this actually exists go to the folder with the games exe file ( .\The Elder Scrolls Online\game\client ) and copy over Sweet.Fx or ReShade.Fx and start the game, these files do absolutely nothing on their own but the game will now crash with a error message, this is the protection I mentioned, it kicks in when it detects foreign files in the exe folder, I don't know how it works but we need to work around it (This could potentially be against some EULA or other rule so it's a risk just so you know it, I've been using it for over a week now however with no issue.) anyways copy over dxgi.dll from the 32-bit version of ReShade32.dll (Copy the file and rename it, nothing special there.) or if you have the game running in DX9 mode name it d3d9.dll instead.

I prefer to skip the welcome message from ReShade so I create a dxgi.log or d3d9.log file, this makes ReShade detect it (Used for logging information.) and the message will not show up.

With only these two files present (.dll and .log) the game will start, I guess the .dll will be accepted as a Windows file and there's no additional checks (yet) and maybe log files are OK as you can't really do anything to the game with one, I don't know why but this works.

The game starts and ReShade will give a little message in the left corner about how no effects are currently loaded, we have to correct that. :)

Copy over Sweet.fx / ReShade.fx and any required folders such as "SweetFX" or "MasterEffect" (And MasterEffect.h if you use MasterEffect.) now there's no way yet to reload the shaders far as I know so we need to force it by switching from borderless to windowed or well anything like that and back to your preferred again and ReShade will reload when the game re-initializes after the view mode switch. :)

It will work now but don't forget to remove the files after exiting the game or it'll crash when you next start it, yeah it's a mess but it's the only way at the moment to get it to work, you can keep dxgi.dll and dxgi.log / d3d9.dll and d3d9.log but everything else has to be moved back from that folder.
(Information taken from a thread in this forum, I had problems with this too until I found this information.)
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  • Posts: 6
5 years 4 months ago #276 by Predalienator
Anyone tried getting SSAO to work in Counter Strike Source? I'm using MasterEffects + ReShade v0.16 and already disabled the in-game MSAA.

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5 years 4 months ago #277 by Euda
Mafia II works without Z-access but has some serious gamma correction issues. :<
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  • Posts: 209
5 years 4 months ago - 5 years 4 months ago #278 by SunBroDave

Predalienator wrote: Anyone tried getting SSAO to work in Counter Strike Source? I'm using MasterEffects + ReShade v0.16 and already disabled the in-game MSAA.

Its a multiplayer game right? Multiplayer = no depth buffer = no ssao

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  • Posts: 81
5 years 4 months ago #279 by Mobeeuz

Wicked Sick wrote: Fahrenheit (Indigo Prophecy) crashes after selecting the profile, may crash even before that. This is the log file:

pastebin.com/7QWttPXP

However, if you disable Steam overlay, the game will boot up just fine:


If you change the fullscreen parameter in the Fahrenheit.ini if will also load.

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5 years 4 months ago #280 by Revolvere

Revolvere wrote: The Elder Scrolls Online | Crash // Version 0.16.0 // d3d9.dll & dxgi.dll


JBeckman wrote:
That's normal, on the forums you can find posts stating that it's OK to use SweetFx (And ENB too under D3D9.) but the game has some form of protection so you need to use a workaround. :)

First we'll check said copy protection, you can skip this if you want but for verification that this actually exists go to the folder with the games exe file ( .\The Elder Scrolls Online\game\client ) and copy over Sweet.Fx or ReShade.Fx and start the game, these files do absolutely nothing on their own but the game will now crash with a error message, this is the protection I mentioned, it kicks in when it detects foreign files in the exe folder, I don't know how it works but we need to work around it (This could potentially be against some EULA or other rule so it's a risk just so you know it, I've been using it for over a week now however with no issue.) anyways copy over dxgi.dll from the 32-bit version of ReShade32.dll (Copy the file and rename it, nothing special there.) or if you have the game running in DX9 mode name it d3d9.dll instead.

I prefer to skip the welcome message from ReShade so I create a dxgi.log or d3d9.log file, this makes ReShade detect it (Used for logging information.) and the message will not show up.

With only these two files present (.dll and .log) the game will start, I guess the .dll will be accepted as a Windows file and there's no additional checks (yet) and maybe log files are OK as you can't really do anything to the game with one, I don't know why but this works.

The game starts and ReShade will give a little message in the left corner about how no effects are currently loaded, we have to correct that. :)

Copy over Sweet.fx / ReShade.fx and any required folders such as "SweetFX" or "MasterEffect" (And MasterEffect.h if you use MasterEffect.) now there's no way yet to reload the shaders far as I know so we need to force it by switching from borderless to windowed or well anything like that and back to your preferred again and ReShade will reload when the game re-initializes after the view mode switch. :)

It will work now but don't forget to remove the files after exiting the game or it'll crash when you next start it, yeah it's a mess but it's the only way at the moment to get it to work, you can keep dxgi.dll and dxgi.log / d3d9.dll and d3d9.log but everything else has to be moved back from that folder.
(Information taken from a thread in this forum, I had problems with this too until I found this information.)


Bah! That's a bit much. Very well said though, I'll try it out for myself. Thank you!

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